If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

Facade gets STAB, powered by flame Orb.
Close Combat for Normal, Steel and Rocks that get in your way.
Crunch mostly used for Ghost that resist your facade and CC.
Swords Dance for Power, Protect for free burn on the first turn Ursaring is in.

Ursaring has just enough bulk to survive some of NU's hits (watch out for LO Samurott, Specs Exeggutor, Zangoose, Swellow, heck physically defensive Garbodor that carry Drain Punch.. wow there's more than I thought) and SD and potentially sweep.

Credit to Beck for the RNG userbar.
As of August 18th 2012, I resigned as a CG leader.

Quick Feet and TOrb boost speed, which becomes reasonable with a Jolly nature. Facade is STAB and boosted by poison. CCombat is coverage. EQ is just a strong attack and NSlash hits Ghosts hard, as well as a good crit chance, ignoring any defence boosts of the opponent. Crunch is genereally stronger though. DONT USE FLAME ORB WITH QUICK FEET as it still lowers attack then

"I got myself a cadillac, but I can't afford the gasoline" ~AC/DC, Down Payment Blues

Ursaring is awesome, but it's on a timer when it's functioning at its maximum.
Ursaring is the most powerful Facade abuser in the game, allowing it to smash through anything and everything that is not a ghost. Ursaring's movepool has everything it needs: Facade, Protect, Crunch, Close Combat, and Swords Dance. Ursaring also has the abilities to turn anything into slug juice: Guts and Quick Feet. With a base 130 attack, Ursaring is not even close to lacking in the power department.
Two major things hold back the grizzly: Type and stats. The main reason Snorlax dropped to the UU tier was its type: Normal. Ursaring has huge neutral coverage with STAB Normal, but no super-effective hits. The Normal-typing also brings no resistances (though it has an immunity to Ghost) and a weakness to Fighting, which is seen more often than the number of people that try to text on their cell phones in the middle of classes. The downside to Ursaring's stats are everything except that awesome attack stat. 90/75/75 defensive stats aren't bad, they are just not enough, given the fact that Ursaring has no resistances. That base 55 speed is not doing Mama Bear any favors either (Quick Feet does help).
There is one other problem: residual damage. Ursaring will function best while poisoned or - if using Guts - burned. That puts Ursaring on one really big timer. It can only be used so many times. Add Spikes, Stealth Rock, and Sandstorms, and Ursaring won't be seeing much action.

Mother bears are deadly when they are with their cubs, and this one has Guts. This set offers unrivaled power, designed to turn walls into onion vapor to make enemies cry. Facade is the power on the set. Crunch hits spirits, Close Combat hits rocks and metal. Protect ensures safe activation of your chosen status orb, but Swords Dance can be used if you really think you don't have enough power. Flame Orb will make Ursaring last longer, but is a dead giveaway that Mama Bear has Guts. If that worries you for some strange reason, use a Toxic Orb.
If you want to use Mama Bear on a Trick Room team, you can move the speed EVs to defense or special defense and use a Brave nature. This will patch up Ursaring's lacking speed while still using that godly power. Just remember to swap Close Combat for Hammer Arm.

Same exact moves right? Yup. Purpose? Completely different. Papa Bear tries to be a sweeper with the speed boost from Quick Feet. No Trick Room option here. Move-wise, Swords Dance is the preferred option over Protect. As long as Ursaring switches in on something that it can survive against and outrun after Quick Feet, Papa Bear will be monstrously powerful. If you want to play safe, Protect is just as good of an option.

I will make one thing clear: Ursaring can turn Toxic Spikes against you into a major advantage, especially if there is only one layer. Vanilla poison does less residual damage than Burn, and does not have the damage increase of Toxic poison. If status (not named paralysis) is being a problem, Ursaring can turn that problem into one very big advantage.

By the way Serebii, your statement about Ursaring having some decent abilities that allow it to do SOME decent damage? I think you are being a tad modest. Just thought you should know.

Trick Room set. Get Trick Room in there, and ursaring is just a beast.

I like a good fight, and I NEVER turn off the power when I'm about to lose a battle. Because of others doing this, and me not turning off, my record does not look how it should. It's shame that the pokemon world allows these cowards to escape a loss.

If more people don't do this, then pokemon battling will become more fair and fun.

If anyone wants to battle, I'm up for it. My Immence Salamences need their training.

This is the set I use. W/ Quick Feet once Ursaring gets poisoned his speed jumps to 343. Facade does 210 after poison and Stab making it Ursaring's best options for sets he has a item that statuses himself. SD or Protect is up to preference as since Ursaring is poisoned you dont want to take many hits but SD makes him nearly unstoppable if he can outrun his opponent. Close Combat is for Rocks and Steels, & Crunch is for ghosts.

Ursaring is an amazing Normal Type, but that's where the amazing starts to shine less brightly. Stat-wise, Ursaring is identical to Lickitung in endurance (HP, Defense, AND Sp.Def), Absol in offense (Attack AND Sp.Atk), and Blissey in Speed. Base 55 Speed is a Bad Speed - you are outrun by so many Pokemon both with and without Trick Room. Movepool is predictable - not to say Ursaring has bad Moves, just predictable. Base 130 Attack is Incredible until your Base 90 HP gets hit by a Foul Play in that Slightly-Below Average Defense...

Abilities are rather bland, despite their usefulness. Guts and Quick Feet play very well with STAB Facade, but are part of why Ursa's Movepool is so predictable. When you look at Unnerve's lack of usefulness as a DW Ability, you realize how much more predictable you really are.

Guts: A beast of an ability. Boosting a very strong physical power is good. One of the "go to" abilities. Oh, and foul play isn't affected by the ability. and it isn't affected by burns.

Quick feet: Lets usaring go to a good, usable speed. Good, but trick room is decent, and performs well there (not the ability). Unfortunatley, the burn orb lowers your attack, so you have to resort to toxic orb, which means less time in the battle.

Unnerve: Why? Really only useful in a VGC metagame, but you have some Very good abilities, so don't even bother.

Ursaring is extremely powerful with guts and SD and that huge 130 attack although I wouldn't really pair them together as you have a limited turns of survival due to burn and your opponent may have priority users. Also Ursaring gets quick feet which fixes its lackluster 55 base speed, boosting it to a huge 458 speed, allowing it to outspeed Scarf Sawk as well as +2 clamperl, gorebyss, huntail and torkoal.

This set is pretty simple. Normal/Fighting/Ghost gives very good coverage although you might want fire punch for ...... skarmory? Don't try using this in UU or above as there are some walls that can take a lot of hits or faster threats that OHKOs this big cuddly bear. Protect for activating flame orb and SD if you're feeling lucky. Do remember that ursaring has very lackluster speed.

Quick Feet set

252atk 252spe 4hp
Item: Toxic Orb
Adamant/Jolly Nature
-Facade
-Crunch
-Close Combat
-Fire Punch/ Swords Dance/ Protect
Well, there's hardly any difference ( i just copy and pasted from above :P) except for the fact that there is a change in ability and nature. You can keep the jolly nature to outspeed jolly scarf sawk and the +2 +spe clamperl family which adamant ursaring can't outspeed. SD is more encouraged here as you'll probably need the attack boost.

Counters:
Armaldo lives 3/4 close combats from a guts close combat and cann counter with stone edge which still doesn't do much. Guts Set lacks speed and priority hence faster things like scarf sawk scarf emboar can kill it. quick feet set lacks power so stalling with armaldo (which lives 9-12 CC holy hell) and then killing it with priority users such as kangaskan. Ursaring can only be powerful or fast so early scouting can help you counter it.

One of my favorite NU Pokemon. Ursaring is a mixed bag: It has a monstrous base 130 Attack stat, access to two great offensive abilities, and a great physical movepool. However, what holds it back so much is its low speed. Its defenses, while decent for NU, are subpar in above tiers. Its Normal typing is also poor offensively. It is also cursed with having to be a timer when it wants to abuse its abilities. All these traits are what placed it in NU this generation. Ursaring is still quite a powerful offensive Pokemon that should be prepared for.

AbilitiesGuts: Attack is doubled when statused. This makes Ursaring a nightmarish wallbreaker, but is more easily revenge killed.Quick Feet: Speed is doubled when statused. This is Ursaring's best ability to use when sweeping. Unfortunately, it must use a Toxic Orb to use this, as being burned will halve its attack, which means it will be worn down faster.Unnerve: Useless as Ursaring's other abilities are its main draws.

This is my favorite Ursaring set. The idea is to switch into something that is slower than you, such as a defensive Pokemon, and set up Swords Dance as they switch. At the end of the turn, the Toxic Orb will activate, allowing you to sweep. Facade gets 210 BP after Toxic Orb and STAB, making it a scary move to switch into. Crunch and Close Combat round out Ursaring's coverage.

This Ursaring set is one of the most powerful physical attackers in NU. It has the same moves, but hits incredibly hard. The switch in method is similar to that of the last set: Get in on something that you scare out, and set up.

Other Options
Just like a lot of normal-types, Ursaring has quite a large movepool. Stone Edge, Earthquake, and the elemental punches give Ursaring good all-around coverage if used, but The options listed are generally better. Protect could be used over Swords Dance to ensure that the status orb safely activates. Ursaring also has access to Belly Drum, which brings its attack to insane levels, but Ursaring will have an even shorter lifetime if it manages to pull it off with Status Orb recoil.

Counters
Regirock can come in on anything but a guts-boosted Close Combat and KO with Drain Punch. Priority users also give Ursaring trouble. Absol and Hitmonlee are just two examples.

Ok, for the Pre-Evo Corner, Teddiursa actually has fairly decent coverage.Don't Call Me A Koala Bear!(Pun because I am Australian)
Jolly@Toxic Orb
Quick Feet
196Att/196Spe/116HP OR SP.D
-Facade
-Crunch
-Close Combat
-Swords Dance/Protect
Teddiursa's Facade, when boosted by the Toxic Orb, is one of the most powerful attacks in the Little Cup, with a BP of 210 after STAB. This, combined with 18 Attack and 21 Speed, allows Teddiursa to out-speed and KO anything that doesn't resist it. That speed stat is also enough to out speed almost every unboosted Pokemon in the tier. Crunch gives Teddi coverage against those pesky Ghosts that Facade doesn't hit, which is handy considering Pokemon like Misdreavus would likely be a common switch in. Close Combat also serves to hit Steels and Rock types hard, as both of those would otherwise wall the poor little bear. Finally, it is a choice between Swords Dance and Protect. Swords Dance doubles Teddiursa's Attack, effectively making it GG for the opponent, unless the can revenge kill you. However, setting up Swords Dance can often be a waste of a turn, when Teddiursa could easily be KO'ed. Protect, on the other hand, allows Teddiursa to successfully activate its Toxic Orb without worry, and allows it to scout out the opponent's moves. The given EV's maximize Attack and Speed, and then the rest is dumped into HP or Sp. Defense, which ever you prefer.

Though, indeed, Ursaring may be slow, taking proper use of its ability, Quick Feet, is entirely useful. The Flame Orb is a useful way to increase this sluggish bear's speed, as Quick Feet utilises the negativities of status afflictions and turns them around. However, burns, as it is known, decrease Ursaring's already-high attacking power, which is where both Bulk Up, and, optionally, Swords Dance come in. The two moves return Ursaring's lowered Attack to its normal state, if not slightly more. However, using Swords Dance leaves Ursaring open against Ghost-types if Brick Break is learnt instead of Aerial Ace and Hammer Arm instead of, leaving it prone to any attack- and it is incapable of learning Odor Sleuth or Foresight. However, both Hammer Arm and Brick Break take out Rock and Steel types easily- the only types that Normal is not very effective on, excluding Ghost. However, Hammer Arm destroys Ursaring's carefully-built Speed, so one should use it and switch as soon as possible. The optional Crunch, as well, is a good counter for the ever-irritating Ghost types, and tears them apart in seconds.

Last edited by Earth Wolf-Howl; 4th November 2012 at 10:58 PM.

This is Bidoof. Many people loathe it with their lives. If you are of the few people who love this little beaver, put this in your sig. Started by Earth Wolf-Howl (formerly Warrior Scolipede)

Ursuring is another pokemon cursed by great overall... well, everything but Speed. It has horrendous Speed. And that is it's falling point; what makes it unusable. That, and it's typing; Normal types are mediocre overall.
Anyway, regardless, he has great Attack, awesome abilities, and a really wide move-pool.
The only real set you'll be using will either have Quick Feet as the ability or the Choice Scarf, because there are far too many pokemon who can do a lot of damage to you. As for moves, well, you've got a ton; Close Combat, Cross Chop, Return, Crunch, Stone Edge, Earthquake, the elemental Punches and even Seed Bomb. All in all, not too shabby, if it wasn't for that terrible Speed.

Teddiursa dies like really fast due to frailaility ( is that a word? ) and Toxic Orb eating at it alive

My summarized thoughts on Teddiursa!

ayd22: what's it like to use broken items to make up for lackluster skills
ayd22: yeah your playing great right not
ayd22: rethink your strategy
Togoro: get styled uponThe Pokemon Showdown Little Cup Ladder

Though, indeed, Ursaring may be slow, taking proper use of its ability, Quick Feet, is entirely useful. The Flame Orb is a useful way to increase this sluggish bear's speed, as Quick Feet utilises the negativities of status afflictions and turns them around. However, burns, as it is known, decrease Ursaring's already-high attacking power, which is where both Bulk Up, and, optionally, Swords Dance come in. The two moves return Ursaring's lowered Attack to its normal state, if not slightly more. However, using Swords Dance leaves Ursaring open against Ghost-types if Brick Break is learnt instead of Aerial Ace and Hammer Arm instead of, leaving it prone to any attack- and it is incapable of learning Odor Sleuth or Foresight. However, both Hammer Arm and Brick Break take out Rock and Steel types easily- the only types that Normal is not very effective on, excluding Ghost. However, Hammer Arm destroys Ursaring's carefully-built Speed, so one should use it and switch as soon as possible. The optional Crunch, as well, is a good counter for the ever-irritating Ghost types, and tears them apart in seconds.

Hammer arm on a fast set doesn't go down well. Use close combat for a better option, or brick break. Aerial ace has a low power. Facade is stronger than aerial ace, so use that. Usaring looks a little too frail to use dual stat boosting moves

Quick Feet Ursaring is actually kinda cool. After a Swords Dance and the Quick Feet boost, you're outspeeding Liepard and everything slower, and you 2HKO the entire NU metagame. In fact, you 2HKO a lot of the game with a little prior damage. If you're gutsy enough to try Guts (pun intended) with SD, you OHKO all of NU with Stealth Rock and almost everything in the game with Stealth Rock and a later of Spikes. If you're feeling downright insane, you could use Guts with Belly Drum and OHKO the entire world bar physically defensive Unaware Quagsire. Heck, all of NU is pretty much OHKO'd at +6 even with Quick Feet, so that's pretty neat.

Hammer arm on a fast set doesn't go down well. Use close combat for a better option, or brick break. Aerial ace has a low power. Facade is stronger than aerial ace, so use that. Usaring looks a little too frail to use dual stat boosting moves

Ah, thank you for the advice! I'm a bit new at this.

This is Bidoof. Many people loathe it with their lives. If you are of the few people who love this little beaver, put this in your sig. Started by Earth Wolf-Howl (formerly Warrior Scolipede)